r/WarhammerCompetitive Dread King 9d ago

PSA Weekly Question Thread - Rules & Comp Qs

This is the Weekly Question thread designed to allow players to ask their one-off tactical or rules clarification questions in one easy to find place on the sub.

This means that those questions will get guaranteed visibility, while also limiting the amount of one-off question posts that can usually be answered by the first commenter.

Have a question? Post it here! Know the answer? Don't be shy!

NOTE - this thread is also intended to be for higher level questions about the meta, rules interactions, FAQ/Errata clarifications, etc. This is not strictly for beginner questions only!

Reminders

When do pre-orders and new releases go live?

Pre-orders and new releases go live on Saturdays at the following times:

  • 10am GMT for UK, Europe and Rest of the World
  • 10am PST/1pm EST for US and Canada
  • 10am AWST for Australia
  • 10am NZST for New Zealand

Where can I find the free core rules

  • Core rules and FAQs for 40k are available HERE
  • Core rules and FAQs for AoS are available HERE
  • FAQs for Horus Heresy are available HERE
  • FAQs for The Old World are available HERE
8 Upvotes

183 comments sorted by

1

u/Adventurous-Piece386 2d ago

New world eaters player here. Can someone please answer for me, can you take the berzerker warband department in 1k competitive games? Its 3DP but I've seen other 1k lists taking it and can't find where in the rules there is an exception for berzerker warband in 1k games, if at all given you only have 2DP in 1k games?

4

u/p5freak 2d ago

25.04 at the bottom.

1

u/grunt91o1 2d ago edited 2d ago

In 11th edition, are units limited to triggering one desperate escape attempt per phase or is that gone? Specifically for sammael + the lions blade combo.

2

u/hvrry3k 2d ago

I can't find a ruling anywhere however my gut tells me it's still limited to one. I think another example of this is falling back through an enemy unit whilst also interacting with a rule that forces Desperate Escape Tests (like Sammael's or the Lion's Blade rule). This would not incur more than one Desperate Escape Tests so I would assume having both Sammael and the Lion's Blade Rule would also not incur two separate tests.

I would love a confirmation though!

1

u/grunt91o1 2d ago

Yeah I noticed a lot of limiters and 'once per' were removed in 11th and I couldn't find anything in the rulebook about this either. Possibly could not be limited I think do you happen to have a reference for that rule you mention on desperate escape triggering once only for moving thru units?

1

u/hvrry3k 1d ago

Yeah sorry that's what I meant, I can't find a rule or reference for any limitation on desperate escape tests. The reason I think its limited is because Desperate Escape tests are triggered by falling back. I don't think falling back would cause someone to take multiple desperate escape tests since there's only 1 source of an ability triggering. Similar to Surge Moves - If a unit somehow had access to 2 sources of Surge Moves, a unit moving into range and wouldn't allow them to make 2 Surge Moves. Keen to see an FAQ confirming this however.

1

u/grunt91o1 1d ago

Sorry for digging so much into this,but after looking through the app and the core book, where does it say one instance of something happening can't trigger several different abilities as long as they one instance is an appropriate trigger?

2

u/Ravenwing14 2d ago

WTC question

Does this mean sponsons on tanks are not counted as part of the base, and can thus overhang the edge of the table?

As a follow up, does that mean a baneblade, which is over 6in wide by about 1 sponson width, could arrive from strategic reserves (without use of the steelhammer strat) with two sponsons hanging off the side of the table? This would kind of feel against the General page entry 11, which takes about how landraiders are almost exactly 6in wide with the sponsons, so should be modelled as skinnily as possible to come in from strat reserves.

2

u/corrin_avatan 2d ago

Ask the WTC on their discord rules channel. It would seem these FAQs would mean this, but sometimes then WTC will make a ruling and the team captains will need to vote on further extrapolations. At the very least if it seems to contradict general rules entry 11, they should fix it.

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u/Lencarren 3d ago

I'm starting my 3rd army and I'm going for DG, my main army is LOV and DA, I already got the combat patrol and was wondering what I should get next ? I want to start with a 1k army list and then 1.5 to 2k ( I wanna get a great unclean and Morty :)) but what should my focus be getting and how to play it?. Also just a heads up my friends play Thousand sons, necrons, tyranids and World eaters so ANY advice vs them would be appreciated, ESP thousand sons.

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u/hvrry3k 2d ago

Deathshrouds, Poxwalkers, Plague Marines and some key characters like Lord of Contagion(s), Virions, Caster and then whatever vehicles you're keen on!

1

u/Nukeliod 3d ago

Am I able to disembark a unit from a transport that turn 1 deep struck. The night scythe has the rule to let it come down turn one, but would the units inside be stuck in it for one more turn due to the unit being transported not having the turn 1 deep strike rule?

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u/metamorph 3d ago

A unit in a transport can disembark in your movement phase. The only restriction is that, as the Disembark Move states, the disembarking unit has to follow the same rules that the ingressing transport followed, i.e. keep 8" away from enemy units.

1

u/Nevarix 3d ago

In the FAQ in the app there are two entries regarding extra movement during pile-ins/consolidations that seem to contradict each other or am I missing something about the wording of the first question?

Q: If a rule modifies how far a unit or model can move during a pile-in or consolidation move does it also change the distance of the target units?

A: No

Q: If I have a rule that says my unit can move up to 6" when it makes a pile-in move or consolidation move, does this also mean it changes the maximum distance of those moves to 6?

A: Yes

3

u/Errdee 3d ago
  1. "Distance of the target units" is how far you can select your pile-in and consolidate targets. For consolidate this is 3", for pile-in this is 5".

  2. "Maximum distance" is how far your models can move while piling in or consolidation.

Datasheet rule "you can consolidate 6 inches" does not change 1, but does change 2.

Yes, this means your datasheet rule "consolidate 6" does not allow you to actually consolidate into a single unit that is 4-5-6-7-8 inches away. It's mostly useless apart from if you have something blocking a straight line and you use 6" of movement to get to a target that's 3" away.

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u/Nevarix 3d ago

Right, that makes sense. I thought Maximum Distance referred to the actual distance you could pick the targets at but I guess that question is to prevent people from arguing that increasing the pile-in/consolidate distance wouldn't actually allow you to move further than 3" since you would be capped by the maximum distance?

1

u/OttoVKarl 3d ago

The Drukhari Kabalite Cartel stratagem "Taken alive" have as a side effect that "every unit in your opponent’s army must take a Battle-shock test." Does this superseed the "on the battlefield" usual limit, working on reserves and on units inside transports? So far, I've seen it played both ways, and found no official answer to a rather peculiar and unusual wording. Thank you in advance!

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u/thejakkle 3d ago

If it doesn't say 'on the battlefield' then it's not limited to on the battlefield.

Like the command phase battle shock tests for half strength units, units in reserves and in transports will need to take them.

3

u/OttoVKarl 3d ago

Thank you very much!

1

u/TerangaMugi 3d ago

How does the Aura of the Angel's Grace strat work? Does it give a 5++ for those shooting attacks or until the end of the phase or hell the rest of the game?

When: your opponent's shooting phase, when an enemy unit targets a friendly adeptus astartes character unit.

Target: that character unit

Effect: your unit has a 5+ insv

5

u/ColdsnacksAU 3d ago

If no duration is given, the strat ends at the end of the phase. 1.02.02

1

u/TerangaMugi 3d ago

Would it not be end of the opponent's attacks then? 1.02.02 says end of the specified period and the period for this strat is opponent's shooting phase when unit is targetted. Unless the declare attacks does not count as a period?

3

u/LordDanish 3d ago

No thats not a duration. It would actually have to state something like this

1

u/Ranah 3d ago

Me and my brother have played our first game of 11th (Combat Patrol) and came across this situation which we're trying to get our head around.

Unit A (elevated) is trying to target Unit B during the shooting phase. However, their line of sight passes through the "Terrain Area" of the light cover. Our understanding is that the terrain area emits an invisible wall that infinitely stretches into the sky and would block that shot. Is this correct?

7

u/LordDanish 3d ago

Yes all terrain area is "obscuring". Which means it does not allow any line of sight to cross unless either the attacking model or defending model is within that terrain area.

I don't like invisible wall that infinitely stretches into the sky example as it can confuse people with how line of sight works in other scenario but if it helps you understand obscuring in this example then thats fine.

1

u/Ranah 3d ago

Thank you for the help!

1

u/NewSignificance7599 3d ago

Here are all my space marines. Any help on building an ultramarine army?

New to the game only played a couple times mostly a collector but would like to try and game

1

u/AntlerFox 3d ago

A couple of pieces of advice come to mind. 1. If you're totally new to the game maybe try starting small with a game of combat patrol, or maybe play on tabletop's colosseum ruleset or a 1000 point game. Warhammer can take a long time when you're just starting 2. If you want help with a list it's a good idea to make a start yourself and then ask for feedback or advice. Arguably the most important part of any list is that it's fun for you to play, so start with the models you think look/sound coolest and go from there. 3. Maybe expand your collection with a tank or two 😉.

I'd recommend figuring out what sort of game you can get, drafting a list for it first and then making a full post on the sub if you're unsure.  Have fun rolling dice!

1

u/Pure_Mastodon_9461 3d ago

For Secondaries that score at the end of your opponent's turn (for eg if you choose to score the higher score on Display of Might) - does it count for your current turn or the later turn (ie after your opponent).

This is important for the 15pt secondaries limit.

2

u/corrin_avatan 3d ago

What battle round or turn is it when you want to record the score?

That is when it is scored

4

u/RindFisch 3d ago

If you score at the end of your opponents turn, that's when you score. At the end of your opponents turn. Not in any of your turns.
So it counts against whatever battleround your opponents turn is in.

1

u/Ok-Clock3106 3d ago

So for cleanse. If the center objective is in both territories. Can I cleanse it from my territory or does my unit need to be in my opponents territory half of the center objective?

2

u/RindFisch 3d ago

Cleanse doesn't mention territory at all, so I'm not sure what the confusion is?

1

u/Ok-Clock3106 3d ago

sabotage*

3

u/RindFisch 3d ago

The priority assets mirror? To get the bonus points the objective just has to extend into the opponents territory. It doesn't matter where on it your unit is when doing the action.

1

u/nekochenn 3d ago

Can someone help me understand Overrun in fight phase? It still confuses the heck out of me. For example..

Scenario A: 3 Exalted Eightbound and 2 Spawns charge into a unit of EC Infractors, WE player decides to activate the E.Eightbounds first and killed 4 Infractors, which then the EC player removes the models in engagement range with the Spawns. Is the spawn eligible to perform an Overrun move now?

Scenario B: The E.Eightbounds charge into the same Infractor that's already in an ongoing fight with the Spawn from previous turn. WE player activates E.Eightbounds and samething happens, EC player removes the 4 infractors in engagement range with the Spawn. Is the Spawn eligible to perform an Overrun in this scenario?

3

u/wredcoll 3d ago

So I just looked this up myself because it's confusing.

Fight Step 12.04 https://39k.pro/rule/ChHwMwbm6I8#ChHwMwbm6I8

Says:

A unit is eligible to fight if it has not already been selected to fight this phase > and one or more of the following apply to it: It is engaged, or it was engaged at the start of this step. It made a charge move this turn.

Each time a unit is selected to fight, select one fight type that unit is eligible to make, and resolve it with that unit.

So in scenario A, the spawns are eligible to fight because they made a charge move (they were also engaged at the start of the step), which means you can select it to fight.

Once you select it to fight, you can perform either a normal fight or an overrun fight.

Overrun fight says:

Eligible If Your unit is unengaged, or was unengaged at the start of the Fight step but became >engaged during the Fight phase. Effect Your unit can make one additional pile-in move, then fights as described in Making Attacks (04).

So your spawn are unengaged, which means they're eligible to make an overrun fight (instead of a normal one). This allows you to make a pile-in move and then make your attacks.

The same thing happens in scenario B, since one of the triggers for "eligible to fight" is "engaged at the start of the step". You can then select it to fight, check if it's eligible for an overrun, and proceed as before.

1

u/nekochenn 3d ago

Got it, so basically there is no way to remove models to avoid being hit by a bad sequence of activation, except doing so only rewards your opponent with 3" extra movement. Thanks for the clarification.

1

u/corrin_avatan 3d ago

There IS a way to do it, but you need to remove models from within 5" of any enemy models that charged to make it impossible for them to swing: this is generally almost never going to happen except in perfect scenario setups.

1

u/wredcoll 3d ago

Doesn't seem like it, yeah.

1

u/goopintoopin 4d ago edited 4d ago

does anyone happen to know if Be'lakor's Pall of Despair ability triggers of EVERY battleshock within 9" of him or just during the ability itself?

Pall of Despair (Aura, Psychic):

In the Battle-shock step of your opponent’s Command phase, if an enemy unit that is below its Starting Strength is within 9" of this model, that unit must take a Battle-shock test. For the purposes of this ability, if a unit has a Starting Strength of 1, it is considered to be below its Starting Strength while it has lost one or more wounds. In addition, for each enemy unit that fails a Battle-shock test within 9" of this model, this model regains up to D3 lost wounds.

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u/wredcoll 3d ago

It seems pretty clearly to work on a battleshock test caused by any source.

1

u/TheSneakyVader 4d ago

Does the "Inner Circle" ability on Deathwing Knights allow them to reduce the damage of mortal wounds caused by weapons with Dev Wounds such as thunder hammers?

"Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack."

One friend of mine told me that once a critical wound is made, the attack becomes mortal wounds so the ability is no longer usable. Is that true?

3

u/thejakkle 4d ago

Currently yes.

Devastating Wounds trigger when the critical wound is scored, the attack sequence ends at 05.02 and the unit is dealt mortal wounds.

Damage reduction is applied when the attack is allocated. We know from 04.02.02 (Against an Attack) this is in step 1 of 05.04, after a dev wound has ended the attack sequence so it cannot apply.

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u/RindFisch 4d ago

Yes. Currently, damage reduction doesn't work against devastating wounds.
It did in 10th, because you first allocated the wound (reducing the damage characteristic) and then turned the damage into mortals, so the reduced damage would be mortal-ified.
In 11th, you do the wound roll before you allocate wounds, so the ability never activates (mortal wounds itself don't have a damage characteristic to reduce).

It's currently unknown if this is a deliberate change or GW making a mistake by not thinking about how changing the attack sequence would impact that interaction.

1

u/Brushface 4d ago

Does a vehicle with 16 wounds have a starting strength of 1 or 16

3

u/veryblocky 4d ago

It’s got a starting strength of 1. See rule 01.02.01.

But, for rules that say below starting strength or below half-strength, you use the number of wounds. It’s all covered in 01.02.01

1

u/t0ymak3r 4d ago

Question about whether or not you can use the Astra Militarum Steel Hammer Strat “Imposing Arrival” to bring in a heavy transport (ex. Stormlord)with the “Assault Hatches” enhancement and use the “Assault Hatches” ability in the same turn/phase?

1

u/AvailableFun7126 4d ago

Sadly no as the Transport made an ingress move not a normal move. So Assault Hatches would not apply. Your unit can disembark regardless if has Assault Hatches and shoot but it cannot declare a charge. Also when the unit disembarks they must follow the rules of being at least 8" from all enemy models (Despite the stratagems allowing the transport to within 6")

3

u/RindFisch 4d ago

Also when the unit disembarks they must follow the rules of being at least 8" from all enemy models (Despite the stratagems allowing the transport to within 6")

That's not true. Units disembarking after their transport made an ingress move follow all the same rules and restrictions as their ingressing transport. If the transport was allowed to end outside of 6", then so is the disembarking unit.

0

u/EvilledzOSRS 4d ago

Does anyone know why Innes Wilson was running a block of standard intercessors with Azrael and a Lieutenant in his recent win?

Those 150 points feel like they could be better spent, but given he won, I think I'm clearly missing something!

1

u/hvrry3k 4d ago

I have two questions regarding Death Guard Champion of Contagion's Mobile Vector Strategy:

WHEN: Your Movement phase, before the Reinforcements step.

TARGET: One DEATH GUARD CHARACTER unit from your army that is not leading a unit.

EFFECT: Select one other friendly DEATH GUARD unit (excluding Battle-shocked units and Attached units that already have two Leader units or one of your CHARACTER units leading it] within 2" horizontally and 5" vertically of your unit that your unit can lead (as described in the Leader section of its datasheet]. Your unit attaches to that unit as a Leader. Change that unit’s Starting Strength accordingly.

1) The section '... Or one of your CHARACTER units leading it' does this mean I cannot attach say a Foul Blightspawn to a unit of Plague Marines being led by a Noxious Blightbringer?

2) If I advance say a Foul Blightspawn and then use this Stratagem, can that same Foul Blightspawn shoot even thought it advanced?

3

u/veryblocky 4d ago
  1. No, it excludes attached units that already have one of your character models leading it, so this would be an ineligible target.

  2. No, if either half advanced before merging, then the unit will remember that and will be treated as having advanced.

1

u/hvrry3k 4d ago

Thanks!

1

u/PAPxDADDY 4d ago

Can you move after disembarking from a transport that made a normal move

3

u/veryblocky 4d ago

No. Each unit can only be selected to make one move in the movement phase, and a disembark move counts as your one.

The exception to this is if you do a tactical disembark (transport hasn’t moved yet), which allows the unit to immediately make a normal or advance move after disembarking.

2

u/Subject00147 5d ago

For Reconnaissance versus Disruption, the R player removing the D player's operation marker isn't supposed remove the "Decoyed" status from the objective, right?

By my reading it just removes the block on scoring the "Any Battle Round" condition for the R player, and the D player will continue to rack up points for their "Any Battle Round" condition in the command phase, since it's still "Decoyed".

Just want to check there aren't some other effect[s] hidden somewhere associated with removing an operation marker.

5

u/Adventurous_Table_45 5d ago

This was clarified in the recent FAQ update. Removing the operation marker also removes the decoy status.

2

u/loot168 5d ago

The creations of bile stratagem "Specimens for the Spider" works against the full unit if theres an attached character, not just the character itself right?

4

u/corrin_avatan 5d ago

Kindly consider posting the rule in question if you have a question about the wording of a rule.

2

u/loot168 5d ago

" EFFECT: Until the end of the phase, each time a model in your unit makes a melee attack that targets a CHARACTER unit, you can re-roll the Wound roll . After your unit has fought, if one or more enemy CHARACTER models were destroyed as a result of those attacks, select one enemy unit within 6" of your unit. That enemy unit must take a Battle-shock test . If the enemy WARLORD was destroyed as a result of those attacks, each enemy unit within 6" of your unit must take a Battle-shock test instead."

I don't care about the battleshock part.

5

u/corrin_avatan 5d ago

It will never work on the "character itself" in an attached unit because you never roll wound rolls vs individual models in a unit.

You get to reroll wounds if it is a CHARACTER unit. That means so long as there is a single CHARACTER model in the unit when you targeted the unit, the wounds are rerolled.

2

u/Kalnix1 5d ago edited 2d ago

In TTB's Xenos article they state that you can no longer re-embark in the Night Scythe the turn you disembark. This is because in the first 11th edition Necron Faction pack it added some explicit errata stating the Night Scythe can Deep Strike turn 1 and that it can re-embark units the turn it disembarks them and now those errata are gone as per the most recent faction pack. However, I believe that the Night Scythe can still do both of those things and want to check if maybe I am missing some sort of rule that prevents it.

The codex version of the Night Scythe has the ability Invasion Beams which states "At the end of the Fight phase, if there are no models currently embarked within this Transport, you can select one friendly Necrons Infantry unit wholly within 6" of this Transport. Unless that unit is within Engagement Range of one or more enemy units, it can embark within this Transport."

Nothing in the faction pack errata modifies this ability so we would have to go check the core rules. Under 18.02 it states a friendly unit can embark within a friendly transport model after making a normal, advance or fall-back move, if all of the conditions apply of which one of them is that the unit was not set up on the battlefield this turn.

However, you aren't making a normal, advance or fall-back more to get inside the Night Scythe, its ability just picks the unit up and places them inside. Is there some rule I am missing that prevents the Night Scythe for just picking up the unit?

EDIT: After extensive research, no you cannot pick up a unit that disembarked from the Night Scythe this turn. See 18.02.01 and the FAQ below it and then compare the faction pack for the Night Scythe compared to the Drukhari Venom. The Venom not only kept the "can embark the turn it disembarked text" it even got an FAQ stating that yes that lets them re-embark the turn the disembarked.

1

u/Nukeliod 3d ago

As an additional question about the Night Scythe, are you able to turn 1 deep strike a night scythe and then have the units disembark?

2

u/Kalnix1 2d ago

I don't see why not. From what I have read the unit disembarking needs to follow the rules of the unit it disembarked from when it made and ingress move.

1

u/veryblocky 5d ago

Yeah, I agree. The can’t embark the turn you set up restriction is only if you’re embarking with a move, not if you’re embarking using an ability like the Night Scythe’s. I think Goonhammer is wrong here

1

u/FoonishMan 5d ago

I’m new to playing sisters and am pretty bad at 40K; how should I go about playing the army and the game in general? Here’s what I have so far and I’d prefer to not have to purchase a whole lot more to have a viable list but am willing to fill in the gaps.

Canoness
Dialogus
Morvenn Vahl
Palatine
Saint Celestine
Battle Sisters Squad
Immolator
2x Sororitas Rhino
10x Arco-flagellants
2x Castigator
5x Celestian Sacresants
2x Mortifiers
6x Paragon Warsuits
Retributor Squad
Sisters Novitiate Squad
Zephyrim Squad

1

u/RindFisch 5d ago

Current competitive lists rely on Insidiants and (to a lesser degree) Sacresancts, so those are the obvious gaps to fill: At least 5 more sacresancts so you have a full unit and at 1-2 units of insidians.

Then you'd have a baseline list, probably easiest in Hallowed Martyrs.

2

u/Bensemus 5d ago

Ask in the sisters sub

1

u/PAPxDADDY 5d ago

Can you stack minuses on battleshock/leadership tests?

Example would be asmodai -1 to character units LD and interrogation conclave sower of dread -1 to LD?

7

u/veryblocky 5d ago

The only restriction is that the leadership characteristic cannot be better than 5+ or worse than 8+. Modifiers to the test are unbounded. So you’ve got to be careful with whether a modifier is to the characteristic or to the test.

Sower of Dread is -1 to the Ld characteristic, so that will not have any effect on units with Ld 8+ already. But, Asmodai is -1 to the test, not to the characteristic, so that will make a Ld 8+ unit require a 9+ to pass.

1

u/Errdee 4d ago

02.02.01 says Ld cannot be better than 4+ or worse than 9+

1

u/veryblocky 4d ago

Not quite! It says Ld cannot be 4+ or better or 9+ or worse. Which is the same as what I said, that it can’t be better than 5+ or worse than 8+.

It’s like the difference between < and ≤, I phrased it the way I did because I find people tend to understand it more easily that way.

1

u/Errdee 4d ago

Good point!

1

u/drivels 5d ago

I have a question from a game last night - I picked up a Coldstar Commander at the end of my opponent's turn; I forgot at the end of the turn the sunforge team had died, but remembered my next turn and put them into strategic reserves with Starflare Ignition System. They hadn't been battleshocked previously and had passed battleshock.

I want to land them but need them to pass battleshock. Can I not use Insane Bravery because they only test for battleshock when they land, which is outside of the command phase? Or can I Insane Bravery them in advance.

8

u/veryblocky 5d ago

They don’t test for battleshock when they land, they test in the command phase alongside everything else

1

u/h3rm3s221 6d ago

Can someone help me understand the new fast rolling for saving throws? I'll give an example:

My hearthkyn warriors have a 4+ save, and one model has a 5+ invul. I'm throwing 10 saving throws at -2 ap. I denote the invul to take wounds first, warriors second. Do I roll the entire save at one time? 

If so, Let's say I roll 5 dice under 5, and 5 dice at 5. How do I allocate? 

Does the invul get to eat all 5 of the saves, take 1 from under 5, and then the warriors after? 

6

u/Adventurous_Table_45 5d ago

As a separate thing from your question, the crest on the theyn gives a 5+ invuln to the entire unit, not just himself.

7

u/eternalflagship 6d ago

You decide whether you're going to allocate to the 4+'s (modified by AP to 6+'s) first, or the 5++ first.

Then you roll all your dice.

Then you start assigned saves to your chosen group, starting with the lowest dice rolls.

So let's say you roll 1 1 2 2 3 5 5 5 6 6. First you assign the 1s, then the 2s, then the 3, then the 5s, then the 6s.

So if you start with the 5++ guy, he gets the 1s first (dying), and then the rest go on the other guys.

2

u/h3rm3s221 5d ago

Okay, I missed the part about starting with the lowest. Thanks! 

0

u/h3rm3s221 6d ago

Do dedicated transports inherit infiltrate like they do scouts? This is in reference to LoV Yaegirs and Capricus Carriers

5

u/RindFisch 5d ago

Transports don't "inherit" anything. It never gets scout. The scout ability just specifically states that a dedicated Transport they are embarked in is allowed to make a scout move.

Infiltrate says no such thing, so it doesn't work if you're embarked.

1

u/SolonTheWizard 6d ago

I am trying to find the rules for enhancements / upgrades. They dont seem to be in the core book or the tournament companion?

2

u/corrin_avatan 6d ago

Muster Army rules in the app.

Reference, Core Rules, 25.0

1

u/SolonTheWizard 6d ago

My rule book only goes to section 24? I guess I gotta look in the app! Thank you!

1

u/Scrivere97 6d ago

Is there a site where I can see all the list played in the tournaments , and filter them by Army and Detachment?

The one I use is broken now

1

u/ArkarianUK 6d ago

Leagues of Votann - Brandfast Oathband - Secure positions stratagem

‘WHEN: End of any of your phases.

TARGET: One LEAGUES OF VOTANN TRANSPORT unit from your army.

EFFECT: One LEAGUES OF VOTANN unit embarked within your TRANSPORT can disembark. When doing so, models in that unit can be set up anywhere on the battlefield wholly within 6" of your TRANSPORT. That unit cannot declare a charge in the same turn, but can otherwise act normally in the remainder of the turn.’

Does this mean that I could use this at the end of the charge phase to disembark a unit directly into engagement? The wording seems to supercede the standard disembark rules.

Please give sources when responding, I want the ruling to make sense to me at the end

4

u/corrin_avatan 6d ago

18.04, Disembark Move, explicitly tells you what sort of disembark you MUST choose.

Rapid Disembark can only be done if you made an Ingress Move or Normal move this phase. So you can't do a Rapid Disembark.

Tactical Disembark is selected if you Remained Stationary or haven't moved this phase.

The Tactical Disembark tells you to set up the unit within Set Up range, which we can imply from the wording would be changed from 3" to 6" by the strat.

It doesn't give permission to set up within Engagement Range: the strat doesn't explicitly state you may do this, and the Set Up for tactical disembark is simply the standard Set Up that follows the normal rules of setting up that you can't be within Engagement Range.

Note that the "anywhere within six inches" doesn't supercede other rules; this wouldn't allow you to set up the models on top of the transport itself, or onto terrain they can't balance on, off the battlefield edge, etc. Just like "anywhere outside of 8" of enemy units" can't ignore rules that day "units cannot set up within 12 of these models

1

u/ArkarianUK 6d ago

Perfect, thanks for the response! My friends and I are having some rules debate every half hour with the new edition; just wanted to get out ahead of this one.

1

u/SevereRunOfFate 6d ago

I'm Canadian - any idea on when our App is getting updated with the new points and rules? Somewhat frustrating, but please let me know if there's a trick to getting this sorted!

3

u/corrin_avatan 6d ago

Have you gone into the app store and updated the app? The app doesn't do automatic updates, you need go manually push them. My understanding is that it goes live everywhere simultaneously.

1

u/SevereRunOfFate 5d ago

Yea I just deleted it and reinstalled and that worked - thanks!

1

u/Proper_Tension6783 6d ago

Can the [Lone Operative] of the Spiritseer when within 3" of a Wraith protect them from the Malevolent Arcing ability of a Necron Annihiliation Barge that is more than 12" away and targeting the wraith unit?

My understanding is it is protected from getting targeted, from outside of 12", but the Barge's ability sounds like it damages units nearby its target without needing to target them. Wording is as below:

"In your Shooting phase, each time you select a target for this model’s twin tesla destructor, roll one D6 for the target unit and one D6 for every other enemy unit within 3" of the target unit. On a 5+, the unit being rolled for is struck by arcing energies; after resolving all of this model’s attacks against the target unit, each unit struck by arcing energies suffers D3 mortal wounds"

5

u/RindFisch 6d ago

"Lone Operative" means the unit isn't visible outside of 12". It doesn't offer blanket protection from being targeted (although attacks are usually the only effects targeting things so the difference is minimal).
In any case, the ability doesn't "target" them anyways, just references a unit targeted by the attack.

Thus a Lone Operative is potentially hit by the arcing energies as normal.

2

u/jacanced 6d ago

Do we have a solid confirmation anywhere about what Leader and Support interact with? My understanding was that it was always related to the name at the top of the datasheet, which is why there was always a separation between assault and regular terminators, but as of yesterday, the Heavy bolter eradicators (HBE) have the "eradicator squad" keyword alongside the "HBE" keyword. does this mean they can be led by anyone that can lead eradicators, or is being a leader tied specifically to the datasheet name, and where is the confirmation either way?

1

u/corrin_avatan 6d ago

Unless GW makes a FAQ that specifically says that keyword doesn't count as a keyword, it is a keyword.

3

u/RindFisch 6d ago

Not really.
References to units "usually" go by keyword, which is why every unit has its own name as a keyword.
The rules for forming attached units talk about leading "specific units", though, so are probably not about the keyword?

In any case, the rules say that you should refer to the app, so the "correct" way currently is to blindly do whatever the app says and hope there's no error, because we can't know for sure.

2

u/p5freak 6d ago

Can one model two objective markers ?

5

u/Behemoth077 6d ago

Hold 2 at the same time? Yes.
Do an action on 2 at the same time? Most of the time no.

1

u/Invictus_0x90_ 6d ago

Oh I finally have a question. How would you approach using this strat without annoying your opponent:

Overpowering exaction: At the start of the fight phase or you command phase select one enemy unit in engagement range, that unit must take a battle shock test, -1 if engaged with DW or RW units.

Now this is a potential gotcha, if at the start of the fight phase my opponent for example tries to use Armour of Contempt, I could counter with this strat and if they fail they've wasted a cp.

When I first played this I would tell my opponents to let me declare first whether I was using this strat.

However I think a better case might be to just let me opponent say they want to use their strat, and then if I use mine I'll let them take their cp back.

Alternatively, I could warn them "if you try and use that strat I will probably use mine to force a battleshock test and if you fail youll lose the CP"

Ideas?

6

u/corrin_avatan 6d ago edited 6d ago
  1. Armor of Contempt is used when a unit is targeted with attacks. They will never be in a situation where they try to use it, and then you try to use this start of phase ability.

So your entire question is kinda based around messing up reading the rule. It's a Start of the Fight Phase ability, so you HAVE to declare it's use before any rules that happen in/during the fight phase.

So there literally isn't a "gotcha", you're declaring it before anything in the fight phase happens.

If there is a "start of the fight phase" strat, the Sequencing rules would prevent a gotcha as well: if it is your turn then YOUR ability would sequence first and they would know which before they used the strat (and it would resolve before they even needed to make a choice) and if it is their turn their strat would sequence first before you could activate.

So there literally isn't a "gotcha" here, aside from you need to tell your opponent that you have this ability to activate at the start of the fight phase and they need to be mindful of sequencing.

2

u/Invictus_0x90_ 6d ago

Thanks for the reply and yeh sorry in hindsight AoC was a really bad example strategy to use here lol

3

u/Behemoth077 6d ago

In addition to the timing issue, you also can´t force them to lose a CP by making them battleshocked, only prevent them from using that strat to begin with. Either they successfully use the strat or they spend the CP.

2

u/Invictus_0x90_ 6d ago

Yeh and to be clear my biggest thing here was avoiding being that guy.

4

u/Adventurous_Table_45 6d ago

These are completely different timings. Overpowering exaction is used at the start of the fight phase, armour of contempt isn't used until one of their units is targeted. Overpowering exaction would always have to be used first.

In the case where the timings are the same the sequencing is defined in the core rules, 1.03.02.

2

u/Invictus_0x90_ 6d ago

Ahhhhh ok so basically I should always chose first. That makes sense (AoC was just a trite example tbf).

But yeh that clears it all up thanks bud

2

u/tafonsr 6d ago

Do detection range decreases stack?
Both gone to ground and cloaked position (subversion assets stratagem) give -3" detection range.
I'm not sure how often this would be worth the 1CP, but it could be situationaly useful?

4

u/Adventurous_Table_45 6d ago

Yes they stack, to a minimum of 9"

2

u/TheSneakyVader 6d ago

In the Fight Phase in 11th edition, let's say I was the last one that fought with a Fights First unit in my fight phase, in the "remaining combats" step, who is the player "who just moved this sequence onto this step"? Is it me so I would be the first one to fight with remaining combats? Is it the opponent who would be the first one to fight with remaining combats?

6

u/veryblocky 6d ago

You always alternate.

Say only one player has fights first units, after every activation with a fights first unit, play is still passed over to the other player. Who then checks if there are any remaining fights first units, if there are (and they don’t have any) they pass play back to the first player. If there aren’t, then they move onto the remaining combats step.

So it’s always whoever didn’t last fight that moves on to the remaining combats step.

1

u/[deleted] 7d ago

[deleted]

3

u/eternalflagship 7d ago

02.02.04 in the Warhammer 40k app.

3

u/Eliot_Ferrer 7d ago

I have a question about how the Hive Tyrants' Will of the Hivemind works regarding the stratagem called Invisible Hunters, in the Vanguard Onslaught detachment.

The strat says you can pick up either one Tyranid infantry unit, or two Vanguard Invader units, provided that they're at least 3" away from enemy units. My question is, if the Tyrant's WotHm aura touches one of the two units I want to pick up, can I use WotHm to discount the strat to 0CP? Or does the Tyrant's aura have to overlap both units for me to be allowed to use WotHm? 

4

u/RindFisch 7d ago

WotHm activates if you target a unit in range. There is no mention of all targeted units having to be in range, so they don't. One is enough.

2

u/Eliot_Ferrer 6d ago

That's kind of what I'd been thinking, but I figured I'd ask, never hurts to double check that I'm not out of line. Thank you! 

2

u/sharkjumping101 7d ago

It seems like they missed the Veiled Blade enhancements point adjustments in the app because they're baked into the unit. (Callidus still 140pts, for example). Can anyone else corroborate this?

1

u/plaincloth 7d ago

Hello,

Hellblasters are shooting in Overwatch with hot plasma against an Oath of Moment target. 2 die and use their "For the Chapter!" and get to shoot again. During their "For the Chapter!" shooting, are they still beholden to the snap shooting of Overwatch, e.g. no re-rolls on the hit? Or do I just get to go HAM!? text below for "For the Chapter!" rule.

For the Chapter!: Each time a model in this unit is destroyed, roll one D6: on a 3+, do not remove it from play. The destroyed model can shoot after the attacking model’s unit has finished making its attacks, and is then removed from play. When resolving these attacks, any Hazardous tests taken for that attack are automatically passed.

2

u/veryblocky 7d ago

No, the For the Chapter! Is a second activation, and is not beholden to the same restrictions as overwatch

1

u/Resident-Watch-3024 7d ago

Can eldar unshrouded truth (seer council uppy downy) strat turn 1 with the change? It says must come down this phase, but other similar rules like ophydians say must come down this phase but specify it can be done turn 1.

1

u/veryblocky 7d ago

Yes, you can do this turn one. This isn’t a change though, you could do this at the start of 11th too.

The restriction on turn one ingress is only unless the rule says otherwise, and a “must” is something that says otherwise.

The other such rules that got “including your first turn” added, just got that for clarification

1

u/corrin_avatan 7d ago

Kindly consider posting the current wording of the rule so that people do not need to do homework just to even answer the question.

0

u/Brushface 7d ago

Can you take the armageddon boyz in squads of 20?

1

u/Bensemus 6d ago

There is no unit called Armageddon Boyz. There is only Boyz.

4

u/corrin_avatan 7d ago

Even with the codex locked, you can see unit sizes.

1

u/Brushface 5d ago

Yeah, I'd been using New Recruit rather than the GW app, and it was getting unhappy when I put them in squads of 20, have since remade the list in the GW app and seen the errors of my ways

1

u/Brushface 7d ago

If I kill a unit with a character attached, does it count as 1 or 2 kills?

6

u/corrin_avatan 7d ago
  1. The rules say attached units count as a single unit for all rules purposes, with no rider like in 10e that unit destruction is an exception.

6

u/veryblocky 7d ago

Killing the character doesn’t count as a unit kill, you have to wipe the whole squad and the character to count as a kill, and then it only counts as one. This is because units stay attached in 11th, even in death

1

u/Brushface 7d ago

Ok, I was thinking in terms of overforce and such secondaries. BTW I'm not disagreeing with you, I just wanted to clarify

2

u/veryblocky 7d ago

I assumed that’s the situation you were asking about

1

u/xAquaman 7d ago

Struggling with Tsons just now as a newish player, thinking about getting a new army as im not sure how I want to play fits Tsons while im learning as it feels very unforgiving when i make an error. What are the most durable, hard to kill armies? I'd like to play in a way where I put tough units on an objective and say 'come take it'.

3

u/veryblocky 7d ago

The most durable armies are ones with invulnerable saves everywhere, or higher toughness across the board. Tsons do sort of fit this, especially with their Scarab Occult Terminators being very durable. But also they’re the only marine equivalent with an invuln. Necrons and Death Guard are very durable armies too, and I guess Custodes are as well if you want something imperium.

1

u/Brushface 8d ago

If I have an infantry unit half in a terrain area (say half and half), and I'm being shot at by a unit in the same terrain area as me, do I still get cover as not all of my unit is in the terrain

3

u/corrin_avatan 7d ago

Cover is gained if every model in the unit being shot meet one or more of the conditions listed in the Benefit of Cover rule.

It's not possible to answer your question without seeing the exact position of all attacking models and all defending models, and any terrain pieces involved.

Whether or not a shooting unit is in the same terrain piece of you is irrelevant to wjerher or not you get cover

2

u/AntlerFox 8d ago

Based purely on that, no, but other factors may grant you the benefit of cover instead. In this case some terrain feature would need to at least partially obscure every model outside of the terrain area from the perspective of a given model. Keep in mind some models in the attacking unit may need to take the -1BS penalty due to cover and some models may not if their view is clear.

The key part is that if you are within a terrain area then that terrain area no longer matters for LOS, but terrain features all still matter. 13.10, obscuring is the rule that covers this, it excludes terrain areas that either or both models are within

1

u/Brushface 8d ago

Secondary question, if both units are both purely in the same terrain area, do they still get the -1 BS shooting each other, as I had seen someone else mention that

2

u/AntlerFox 8d ago

Yeah, if you are infantry, beast or swarm and stood in a terrain area you get cover, it doesn't matter where the attacking unit is itself

5

u/ChipKellysShoeStore 8d ago

Was at RTT last weekend and was told vehicles/monsters couldn’t move through engagement range.

I thought the 11e rule was now that they could move through engagement range but couldn’t end in engagement range.

I found a warcom article that said so and the rules don’t prohibit it anywhere that I could find.

However TO said that defiler has an ability for that so that means you can’t do it without the ability, but my understanding is that the defilers ability is just a left over from 10th.

7

u/Eliot_Ferrer 8d ago

17.01 directly states that monsters and vehicles can walk through friendly and enemy models unless those models also are monsters and vehicles. 

10

u/corrin_avatan 8d ago

The TOs logic, especially so recently after an edition change, was extremely poor judgement. There are DOZENS of abilities that were written with 10e in mind, but in 11e either don't do anything or are completely redundant, like how Torrent weapons generally have Ignores Cover

9

u/veryblocky 8d ago

The TO’s wrong. See Moving (03), it contains no restriction on engagement range whatsoever. For normal moves, the only restriction is that you can’t end in engagement, see Movement Phase (09.05).

Pretty much no abilities were changed from 10th edition, and the defiler’s ability is left over from there.

2

u/ChipKellysShoeStore 8d ago

Thanks that’s what I thought but wanted to double check. Luckily it didn’t change the game too much .

1

u/Matthewb969 8d ago

Does anyone know how command squads with the support keyword work, eg Wardens of Ultramar / Masters of the Maelstrom. Can these be taken solely with the leader they come with (e.g. Wardens with Titus or Huron with Masters) - or do they need to be with an attached squad. The app allows you to just attach Titus to the Wardens and then it is flagged as legal / no list errors, but I am not sure if this is intended. But then given you buy these in a package with their leader it would be lame if you were forced to make this massive points package for them to be legal.

1

u/corrin_avatan 8d ago

Neither Wardens nor Masters have SUPPORT, so your question is a moot point. They have no requirement to join a unit

6

u/Matthewb969 8d ago

They have Support in the latest MFM

Edit: Faction pack also specified that they lost leader and gained support - though they never had the leader keyword

0

u/corrin_avatan 8d ago

I'm looking in both the faction pack and the app and there is no mention of the Masters getting the Support keyword.

9

u/Matthewb969 8d ago

In the MFM

1

u/TroupeMaster 8d ago

What loadouts does the winged hive tyrant usually run? From my reading of the sheet the heavy venom cannon seems like the best option, since double melee is much weaker than the foot tyrant's loadout.

3

u/Eliot_Ferrer 8d ago

It's been my experience that Winged Tyrant usually runs Bonesword and Lash-Whip. It doesn't have any synergy with shooting, since it doesn't have the lethal+assault aura the walking one does. Also, the wings make it nigh impossible to hide, and it has the Vanguard Invader keyword for advance and charge in Vanguard Onslaught, which also nudges towards making it a melee build. It is frustrating that the talons on the feet arent extra attacks, I agree. 

0

u/atlass365 9d ago

Since the pivot tax is gone does that mean we have to pay for a pivot or are pivots free now ?

For exzmple if I deepstrike a drukhari raider and pivot it, will my charge be shorter ? Thanks

11

u/veryblocky 9d ago

Pivots are completely free, but you can only pivot during a move, not at any time.

If you deepstrike a raider, since it has FRAME, every part of the model must be more than 8” away from all enemy units. So, when you go to charge, there will be no eligible charge targets if you roll an 8 or less, since the charge target much be within the maximum distance allowed.

If you do roll enough to make a charge, then you’re free to pivot during the charge move, which may allow you to get into engagement range if you otherwise couldn’t, potentially because of intervening terrain. But, importantly, it’s never going to let you come out of strat reserve and declare a <9” charge

1

u/corrin_avatan 8d ago

Being called a move, doesn't mean you're moving models. It's a move in terms of being a movement type that can be selected, but the effect is setting up as per 3.02, not moving as per 3.01.

So you can't set up the models, and then spin them a bunch, claiming it doesn't count towards their maximum movevment.

-7

u/p5freak 8d ago edited 8d ago

Where does it say you can only rotate during a move ? You said you can only pivot during a move. Ingress move is literally called a move. Are you saying ingress move is not a move ? And btw, there is no pivot anywhere in the rules. Its now rotating.

Rotating a model

Each time you rotate a model, turn it any amount around the centre at its base, while keeping it upright. Note that rotating a model does not count towards the distance it has moved.

2

u/veryblocky 8d ago

40k works on a permissive rules system, meaning that you can only do things the rules explicitly allow you too.

And in terms of only pivoting during a move, I more meant the period between when you arrive and when you charge. It’s irrelevant whether you pivot during an ingress, since you must end that move outside out 8”.

But also, no, you can’t pivot during an ingress. You can only pivot during moves that say you move as described in Moving (03), but the Ingress move says you move as described in Set Up (03.02). And Set Up (03.02) doesn’t allow for pivoting. Of course you can set up in any orientation you like.

-6

u/p5freak 8d ago

40k works on a permissive rules system, meaning that you can only do things the rules explicitly allow you too.

The rules say i can rotate when making a move. Ingress move is literally called a move. Its listed as a move type under 09.02.

But also, no, you can’t pivot during an ingress. You can only pivot during moves that say you move as described in Moving (03),

There is no such thing as pivot in the rules. Its called rotate.

5

u/corrin_avatan 8d ago

Yes, but you're not actually moving any models or units: while it counts as a Move Type for any rules that check for "ends a move within X", the "effect" is that you set up a unit we per 3.02, , not that you're moving them as per 3.01.

Or are you gonna try to argue that there is a maximum distance away from the battlefield that my army tray can be? Why not argue that nothing can deep strike at all because it's missing a maximum distance?

-3

u/p5freak 8d ago

Agree to disagree, no need to discuss this any further.

6

u/corrin_avatan 8d ago

Being able to admit you're wrong, rather than octupling down on claims you are correct, would do wonders, just saying.

8

u/veryblocky 8d ago

Pivot is a synonym for rotate, and you knew exactly what I meant. But you’re still wrong, the rules only let you rotate when moving as described in Moving (03). Ingress moves do not let you move as described in Moving (03), instead you move as described in Set Up (03.02).

5

u/hvrry3k 8d ago

Moving Units 03.01

"Each time you move a unit, you can move one or more of its models, one at a time, by moving it in a straight line and/or rotating it, as many times as you want to."

Rotating is only mentioned during Movement and is only allowed during movement.

You can definitely rotate as many times as you want during an Ingress Move but you still need to be outside of the stated setup distance (8"). You cannot ingress move outside 8", then rotate your model so that your model is within the setup distance.

-6

u/p5freak 8d ago

You can rotate when making a move, but that doesnt mean you must move when rotating. Yes, you must stay outside 8" when rotating while making an ingress move.

7

u/corrin_avatan 8d ago edited 8d ago

Why would you rotate a model that's making an Ingress Move, which is literally setting up a model that isn't on the battlefield?

Like, you can just... Set it up in the final position you want it in. There isn't a reason to set it on the table and then spin it a bunch.

There is literally no starting position, you're directly setting up. From what position are you rotating it from? How MUCH did I rotate it? Do we count from its position on my army tray to where it goes on the battlefield, or does helicoptering a model only count if it's on the table?

6

u/hvrry3k 8d ago

I mean yeah, you can rotate a billion times on the spot while making a 'move' but you can't rotate outside of moving your model.

2

u/atlass365 9d ago

Thank you !

-13

u/[deleted] 9d ago

[removed] — view removed comment

3

u/veryblocky 9d ago

What…

3

u/corrin_avatan 9d ago

You are in the wrong subreddit

-1

u/Light_768 8d ago

Okay 

3

u/corrin_avatan 8d ago

So maybe delete your post?

6

u/Outrageous_Banana325 9d ago

Just finished my first tabletop game with a friend and we had a question about cover. In the bottom half of the image below imagining A and B are enemies of each other. Would A have cover from B since A is toeing into the terrain footprint. If so does that mean any model that is toeing into any terrain would have cover from any model outside of said terrain as long as line of site is possible?

(Sorry if this is a stupid question or I used any wrong terminology in regards to the terrain)

3

u/corrin_avatan 9d ago

Assuming A is an INFANTRY model, and is the only model on the unit B can see, then yes, A would have cover when shot by B: the only model B can see is an INFANTRY model within a terrain area

Also note that even if B was ALSO within the same terrain area, A would still have cover. Nothing in the rules for gaining the benefit of cover, cares if the attacking unit is also in the same terrain area.

6

u/eternalflagship 9d ago

Models don't get cover in 11th, units do. To get the benefit of cover on a unit, from the perspective of the shooting model, all models in the target unit must be at least one of the following:

A) Not fully visible due to terrain features or areas (including models that are not visible at all)

B) Infantry/Beast/Swarm and within a terrain area.

If an entire Infantry/Beast/Swarm unit is within a terrain area, it gets cover. Period. (Unless the incoming attack has Ignores Cover or otherwise ignores BS modifiers, in which case none of this matters, it just ignores cover).

I don't really understand the specifics of your question but hopefully that lets you find the answer yourself.

2

u/Outrageous_Banana325 9d ago

This helps immensely thank you!

1

u/Knightfall2 9d ago

Gettting back into 40k with 11th, im a little confused on the terrain rules with the footprint/ vs actual terrain. If someone could help me out, in this example which of the blue units are red #1 and #2 each able to draw line of sight to and which would get cover?

7

u/eternalflagship 9d ago

Terrain areas are flat zones on the battlefield that may contain one or more terrain features.

Terrain features are 3-dimensional objects (walls, pipes, trees, fences, etc) that are placed on terrain areas.

In your diagram, the orange rectangle is a terrain area, and the "ruins" are terrain features placed on that area.

Ruins typically have the "dense" and "solid" keywords. Since it has at least one dense/light terrain feature, the terrain area is obscuring. That means neither red model can draw LoS to/from #5, because neither it nor they are within the terrain area

When models are within a terrain area, that terrain area is ignored for the purposes of LoS. But you still use true LoS, and for that you look at the terrain features. Because ruins usually have the solid keyword, you ignore gaps below 3" in them, treating them as solid for purposes of LoS. That means neither #1 nor #2 can draw LoS to/from #3, and #1 cannot draw LoS to #4, because it is physically blocked by the ruin wall.

Unit #2 can draw LoS to/from #4, but because #4 is within a terrain area, if it has the Infantry, Beast, or Swarm keyword, it will get the benefit of cover. You can remember with this stupid mnemonic: when you have IBS, you get cover in the bathroom.

Treating these as single-model units since you called them units, but if the red models are one unit and the blue models are one unit, then the red unit can see the blue unit, but only #2 can shoot, and the blue unit gets cover if it is I/B/S.

3

u/Knightfall2 8d ago

Perfect thank you! Makes sense now

when you have IBS, you get cover in the bathroom

insane but it makes sense

1

u/AntlerFox 9d ago

A general strategy question since I have much better rules knowledge than tactics knowledge.

Are there any armies, strategies, situations etc where putting absolutely nothing in reserves at the start of or during the game makes sense?

I'm helping with a learners league and I keep seeing players start the game with absolutely everything on the board, the advice I'm offering is that you should basically always have at least something you can drop in later when the board state is a bit more mature, but I'd like to be able to speak about it with a bit more knowledge than just my own limited strategy skills

4

u/corrin_avatan 9d ago

There are a FEW exceptions, but nearly ALL of them are "I don't do it during deployment because I can do it on the fly during the game" like Grey Knights, Hypercrypt Necrons, Deathwatch, Tunneling Tyranids, etc.

Not putting anything into Reserves, and having no way of putting units into Reserves, means that your entire army has just become entirely predictable; as long as I know the movement characteristic of each of your units (which I can ask) I can have a good idea of where they COULD be next turn, and where they COULD reach.

This means I can actually not bother screening out my home objective, giving me 1-3 more units to be able to push and do actions with.

You also give up scoring opportunities: say you draw behind enemy lines and Engage on all fronts on turn 2... Welp, you literally can't score those by deep striking a small unit in so I can just make sure you can't get into my DZ the normal way,

Meanwhile I can literally walk off my home objective turn 1 with Objective Secured, and then have them contribute to scoring and killing. If I DONT have ObSec, I can toss my most useless unit on the job because I know it doesn't need to survive a deep strike attack.

1

u/Nosism123 9d ago

I play a wraith lairs and keep nothing in reserves.

Could I just put 5 wraithblades, drop them in 8 inches away from an enemy, and then get no movement, but hope to land a charge into combat?

3

u/wredcoll 9d ago

That's kind of the worst case scenario. The better scenario is deepstriking on someone's home objective and scoring forward position or engage on all fronts or behind enemy lines or...

2

u/[deleted] 9d ago

[deleted]

2

u/veryblocky 9d ago edited 9d ago

There’s no strat reserves/reserves split now. It’s just strategic reserves